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Convert Object::cast_to() to the static version
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
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@@ -393,21 +393,21 @@ void CollisionShape2DEditor::_get_current_shape_type() {
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return;
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}
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if (s->cast_to<CapsuleShape2D>()) {
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if (Object::cast_to<CapsuleShape2D>(*s)) {
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shape_type = CAPSULE_SHAPE;
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} else if (s->cast_to<CircleShape2D>()) {
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} else if (Object::cast_to<CircleShape2D>(*s)) {
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shape_type = CIRCLE_SHAPE;
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} else if (s->cast_to<ConcavePolygonShape2D>()) {
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} else if (Object::cast_to<ConcavePolygonShape2D>(*s)) {
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shape_type = CONCAVE_POLYGON_SHAPE;
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} else if (s->cast_to<ConvexPolygonShape2D>()) {
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} else if (Object::cast_to<ConvexPolygonShape2D>(*s)) {
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shape_type = CONVEX_POLYGON_SHAPE;
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} else if (s->cast_to<LineShape2D>()) {
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} else if (Object::cast_to<LineShape2D>(*s)) {
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shape_type = LINE_SHAPE;
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} else if (s->cast_to<RayShape2D>()) {
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} else if (Object::cast_to<RayShape2D>(*s)) {
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shape_type = RAY_SHAPE;
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} else if (s->cast_to<RectangleShape2D>()) {
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} else if (Object::cast_to<RectangleShape2D>(*s)) {
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shape_type = RECTANGLE_SHAPE;
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} else if (s->cast_to<SegmentShape2D>()) {
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} else if (Object::cast_to<SegmentShape2D>(*s)) {
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shape_type = SEGMENT_SHAPE;
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} else {
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shape_type = -1;
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@@ -530,7 +530,7 @@ void CollisionShape2DEditor::edit(Node *p_node) {
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}
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if (p_node) {
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node = p_node->cast_to<CollisionShape2D>();
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node = Object::cast_to<CollisionShape2D>(p_node);
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if (!canvas_item_editor->get_viewport_control()->is_connected("draw", this, "_canvas_draw"))
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canvas_item_editor->get_viewport_control()->connect("draw", this, "_canvas_draw");
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@@ -570,7 +570,7 @@ CollisionShape2DEditor::CollisionShape2DEditor(EditorNode *p_editor) {
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void CollisionShape2DEditorPlugin::edit(Object *p_obj) {
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collision_shape_2d_editor->edit(p_obj->cast_to<Node>());
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collision_shape_2d_editor->edit(Object::cast_to<Node>(p_obj));
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}
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bool CollisionShape2DEditorPlugin::handles(Object *p_obj) const {
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